namespace Amanotes.TripleSDK.Core.Analytics
{
public interface IEngagementAnalytics {
EngagementContext Context { get; }
///
/// "Triggered at the end/finish of a new level/song, including tutorial.(Reach to 100% / 3 stars)
///
void LogEventSongEnd();
///
/// Triggered at the start of a new level/song. Including: Action phase in tutorial, tap on Play from Main Screen, Retry (Replay). Not including: Revive to continue.
///
void LogEventSongStart();
///
/// Triggered when the player reaches Result Screen.
///
void LogEventSongResult();
///
/// Triggered every time a player fail in a level (even if he would revive with reward video after), including failing after revival
///
void LogEventSongFailed();
///
/// Triggered every time a player click revive after fail in a level (even if he would revive with reward video after), including failing after revival
///
void LogEventSongRevive();
///
/// Triggered when user click at the start of a song that suggested on in result screen
///
void LogEventSongSuggestClick();
///
/// Triggered when song suggested at the start of a song that suggested on in result screen
///
void LogEventSongSuggestShow();
///
/// Triggered when user click play button to listen a short time
/// (greater than 2 seconds) of song (try to know he like this song or not?)
///
void LogEventSongPreview();
///
/// "Triggered after users click play button to listen (that is song_preview event),
/// users click play song and triggerd event 'song_start' in the same 'song_id' with 'song_preview'
/// Condition: when user click preview song (event:'song_preview')
/// and play song (event:'song_start'), no having transfer any screen in this time"
///
void LogEventSongPreviewClick();
///
/// Triggered when song show on UI screen, delay 2 seconds (In home screen, result screen)
///
void LogEventSongImpression();
///
/// Trigger when user click PLAY button any song that they've unlocked in the game. (also count when user tap Replay)
///
void LogEventSongClick();
///
/// Trigger when the user finish initializes gameplay then get to Action phase screen. (also count when user tap Replay)
///
void LogEventSongAp();
///
/// Triggered every time a player fail in a song and screen showed 'continue' button to user choose click to continue or not
///
void LogEventContinueImpression();
///
/// Trigger when user play a new unique song
///
void LogEventUnlockSong();
}
}